No destructors

This commit is contained in:
Ruslan Mustakov 2017-07-28 00:28:17 +07:00
commit f5769045fc
34 changed files with 1701 additions and 1216 deletions

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godot/core/variants.nim Normal file
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import tables
import godotbase
import basis, nodepaths
import planes, poolarrays, quats, rect2, rect3, rids
import transforms, transform2d, vector2
import vector3, colors
import "../internal/godotinternaltypes.nim"
import "../internal/godotvariants.nim", "../internal/godotpoolarrays.nim",
"../internal/godotstrings.nim", "../internal/godotnodepaths.nim"
export VariantType, VariantCallErrorType, VariantCallError
proc getType*(v: Variant): VariantType =
v.godotVariant[].getType()
proc variantFinalizer(v: Variant) =
if not v.isNoDeinit:
v.godotVariant[].deinit()
proc newVariant*(): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[])
proc newVariant*(v: Variant): Variant {.inline.} =
## Makes a copy
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], v.godotVariant[])
proc newVariant*(v: GodotVariant): Variant {.inline.} =
new(result, variantFinalizer)
result.godotVariant[] = v
proc newVariant*(b: bool): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], b)
proc newVariant*(i: uint64): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], i)
proc newVariant*(i: int64): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], i)
proc newVariant*(r: cdouble): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], r)
proc newVariant*(s: GodotString): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], s)
proc newVariant*(s: string): Variant {.inline.} =
new(result, variantFinalizer)
var godotStr = s.toGodotString()
initGodotVariant(result.godotVariant[], godotStr)
godotStr.deinit()
proc newVariant*(v2: Vector2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], v2)
proc newVariant*(rect2: Rect2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], rect2)
proc newVariant*(v3: Vector3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], v3)
proc newVariant*(t2d: Transform2D): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], t2d)
proc newVariant*(plane: Plane): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], plane)
proc newVariant*(quat: Quat): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], quat)
proc newVariant*(rect3: Rect3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], rect3)
proc newVariant*(basis: Basis): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], basis)
proc newVariant*(trans: Transform): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], trans)
proc newVariant*(color: Color): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], color)
proc newVariant*(nodePath: NodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], nodePath.godotNodePath[])
proc newVariant*(godotNodePath: GodotNodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], godotNodePath)
proc newVariant*(rid: RID): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], rid)
proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], obj)
import arrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], arr.godotArray[])
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], pba.godotPoolByteArray[])
proc newVariant*(pia: PoolIntArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pia.godotPoolIntArray[])
proc newVariant*(pra: PoolRealArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pra.godotPoolRealArray[])
proc newVariant*(psa: PoolStringArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], psa.godotPoolStringArray[])
proc newVariant*(pv2a: PoolVector2Array): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pv2a.godotPoolVector2Array[])
proc newVariant*(pv3a: PoolVector3Array): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pv3a.godotPoolVector3Array[])
proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pca.godotPoolColorArray[])
import dictionaries
proc newVariant*(dict: Dictionary): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], dict.godotDictionary[])
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant[].asBool()
proc asUInt*(self: Variant): uint64 =
self.godotVariant[].asUInt()
proc asInt*(self: Variant): int64 =
self.godotVariant[].asInt()
proc asReal*(self: Variant): cdouble =
self.godotVariant[].asReal()
proc asString*(self: Variant): string =
var s = self.godotVariant[].asGodotString()
result = $s
s.deinit()
proc asVector2*(self: Variant): Vector2 =
self.godotVariant[].asVector2()
proc asRect2*(self: Variant): Rect2 =
self.godotVariant[].asRect2()
proc asVector3*(self: Variant): Vector3 =
self.godotVariant[].asVector3()
proc asTransform2D*(self: Variant): Transform2D =
self.godotVariant[].asTransform2D()
proc asPlane*(self: Variant): Plane =
self.godotVariant[].asPlane()
proc asQuat*(self: Variant): Quat =
self.godotVariant[].asQuat()
proc asRect3*(self: Variant): Rect3 =
self.godotVariant[].asRect3()
proc asBasis*(self: Variant): Basis =
self.godotVariant[].asBasis()
proc asTransform*(self: Variant): Transform =
self.godotVariant[].asTransform()
proc asColor*(self: Variant): Color =
self.godotVariant[].asColor()
proc asNodePath*(self: Variant): NodePath =
result = newNodePath(self.godotVariant[].asNodePath())
proc asRID*(self: Variant): RID =
self.godotVariant[].asRID()
proc asGodotObject*(self: Variant): ptr GodotObject =
self.godotVariant[].asGodotObject()
proc asArray*(self: Variant): Array =
newArray(self.godotVariant[].asGodotArray())
proc asPoolByteArray*(self: Variant): PoolByteArray =
newPoolByteArray(self.godotVariant[].asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray =
newPoolIntArray(self.godotVariant[].asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray =
newPoolRealArray(self.godotVariant[].asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray =
newPoolStringArray(self.godotVariant[].asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array =
newPoolVector2Array(self.godotVariant[].asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array =
newPoolVector3Array(self.godotVariant[].asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray =
newPoolColorArray(self.godotVariant[].asGodotPoolColorArray())
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary)
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
result = self.godotVariant[].hasMethod(s)
s.deinit()
proc `==`*(self, other: Variant): bool =
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = self.godotVariant[] == other.godotVariant[]
proc `<`*(self, other: Variant): bool =
result = self.godotVariant[] < other.godotVariant[]
proc hashCompare*(self, other: Variant): bool =
self.godotVariant[].hashCompare(other.godotVariant[])
proc booleanize*(self: Variant; isValid: var bool): bool =
self.godotVariant[].booleanize(isValid)